RaymondThorne
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Everything posted by RaymondThorne
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Even your tl;dr was too long. L2INTERWEB.
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Notice that it is a 'debug monitor' Hence, it will be removed.
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That's a feature, my guess if you guys are logging out after recently sustaining some injury of some sort. If you receive any damage, and log out within 5 or so minute, you get that 5 minutes unco. timer upon a login.
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The Strange Geometry of DayZ
RaymondThorne replied to Gravelsack's topic in DayZ Mod General Discussion
*Geography, I believe. Geometry is shapes. This has nothing to do with shapes. -
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Hotfix Build 1.7.1.5 Rolling Update
RaymondThorne replied to rocket's topic in Mod Announcements & Info
For me animals derp around, ie walking on the spot. The can't handle hills, I notice they're bad at terrain changes. Watched a cow derp on a railway line for a minute earlier before putting it out of it's misery with a crowbar to the face. Overall they walk derply on the spot to much. Derp. -
Thank you rocket. If I was a female, with a vagina and/or a womb, I would most definitely have your children.
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That is ARMA II feature, not DayZ, but he still might be able to change it.
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Anybody else having trouble finding food/water?
RaymondThorne replied to ElemenoP's topic in DayZ Mod General Discussion
Confirmed a bug. Read twitter. -
MAP BOUNDARIES - No more stashing vehicles 400km away
RaymondThorne replied to cantlaunchco's topic in DayZ Mod Suggestions
No to invisible walls, as they suck, but maybe logging off person or vehicle off the edge of the maps means when you log back in you're back at the closest edge of the map? Sooomething similar, idk, but a fix for this would be nice. -
Random vehicle spawn locations (and other related vehicle suggestions)
RaymondThorne replied to chickenbandit's topic in DayZ Mod Suggestions
I agree with all of this. -
Consolidated GUI & POO MOD (With Pic!)
RaymondThorne replied to Denny (DayZ)'s topic in DayZ Mod Suggestions
He originally wanted fill up style icons but Arma II wouldn't let him. I would like this GUI to be implemented, but for there to be a choice between this and the more minimalist version. -
Sounds like you sir, should report the bug, and not ask to make low blood easier.
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Yes, not sure is bug with Arma II or DayZ though. Sure it's known though (try search), or just wait. Alpha is adding things, not fixing bugs (primarily) so you might have to wait till beta release.
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I think the point is you can't do shit when you have low blood. -Don't get low blood Caaaaaarreeebeeaaaaaaa.......
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Lingering after logging out
RaymondThorne replied to Chocolate_Fantasy's topic in DayZ Mod Suggestions
In beta release the main database will keep track of disconnects/reconnects and will punish those who abuse it. Dw, rocket is aware of people doing this and does not approve. In fact, go read the announcements forum, it's one of the first topics. L2READ. -
make the crossbow 1 hit kill again for zombies
RaymondThorne replied to LeYuno (DayZ)'s topic in DayZ Mod Suggestions
Listen to the podcast (on the news page) an update coming up is completely reworking the crossbow. Just wait guys <3 -
How to prevent gamma correction from ruining nighttime play (somewhat technical)
RaymondThorne replied to Slamz's topic in DayZ Mod Suggestions
I like this. Not sure of feasibility but I hope at some stage this finds it's way in. -
Fancy killing tricks are fun! -Just make it a rare pistol. Bingo.
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Arent you tired of this (attacked through wall)
RaymondThorne replied to trillz (DayZ)'s topic in DayZ Mod General Discussion
Arma has no melee attack, so zombies only have a proximity attack. Arma 3 might fix this engine limitation, otherwise you'll just have to wait for standalone DayZ, unless he can code a way out of it. -
I think to do with Arma's engine, this could work very well when the game become standalone (as is planned) and the source can be changed, as then this could be implemented well. +1 for the idea though.
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Spawning in the debug forest
RaymondThorne replied to spuddels's topic in DayZ Mod General Discussion
All servers are currently being sent a new mission file that should eliminate the debug forest bug/exploit. http://www.dayzmod.com/forum/showthread.php?tid=8404 -
The logical fallacy of keeping the day/night cycle
RaymondThorne replied to lherron's topic in DayZ Mod General Discussion
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[GAME-BREAKING BUG] Dying from walking in to a door...
RaymondThorne replied to spykr's topic in DayZ Mod General Discussion
Report them in the bug report thread, not general discussion. Cough. Cause that wasn't obvious. -
The logical fallacy of keeping the day/night cycle
RaymondThorne replied to lherron's topic in DayZ Mod General Discussion
For the record, having the time fixed on all servers would be a bad idea as some people could only ever play at night and vice/versa. If it's going to change it should be all servers have the same cycle, but it's irregular - varies from day to day. eg 10 hours day 4 hours night, so it isn't the same every 24 hours. That being said, I doubt it'll get changed.